Forged Alliance Forever Forged Alliance Forever Forums 2016-06-17T10:49:29+02:00 /feed.php?f=67&t=11956 2016-06-17T10:49:29+02:00 2016-06-17T10:49:29+02:00 /viewtopic.php?t=11956&p=128931#p128931 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> Statistics: Posted by Zock — 17 Jun 2016, 10:49


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2016-06-03T19:52:16+02:00 2016-06-03T19:52:16+02:00 /viewtopic.php?t=11956&p=127905#p127905 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> If they get ghetto, does cybran and uef then get an op mercy??? (still way too big range or to short aa range)

Statistics: Posted by Manfet — 03 Jun 2016, 19:52


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2016-06-01T17:24:49+02:00 2016-06-01T17:24:49+02:00 /viewtopic.php?t=11956&p=127792#p127792 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>

Statistics: Posted by Heaven — 01 Jun 2016, 17:24


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2016-03-09T02:13:46+02:00 2016-03-09T02:13:46+02:00 /viewtopic.php?t=11956&p=122245#p122245 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>
keyser wrote:
trying to kill an engie, and com trying to stop you, and you micro circle to avoid shot.

it have diferent target priority (acu->radar->enginer) so yes when you will circle and trying to avoid shots from acu and destroy enginer it will automatic reset target back for acu. But when you compare it with normal faf its same but will not change target to acu, but for T3/2/1 units that dont must be enginer. And this situation where you can do something with lab near acu - efectively is extremly rare, all time player want to avoid acu (with labs), for this obvious reasons.

So yes in ideal world it should have function in script that will change target priority for acu only while is in transport, but its not easy to code and real diferences is so tiny that dont see it as important.

Statistics: Posted by Ithilis_Quo — 09 Mar 2016, 02:13


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2016-03-09T01:24:18+02:00 2016-03-09T01:24:18+02:00 /viewtopic.php?t=11956&p=122241#p122241 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> aeon T2 transport definitely need a little weapon to allow the target selection. never though of it.

Statistics: Posted by keyser — 09 Mar 2016, 01:24


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2016-03-09T00:23:38+02:00 2016-03-09T00:23:38+02:00 /viewtopic.php?t=11956&p=122234#p122234 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>

Shield your eyes, lest they be burned by the word that must not be read!
Spoiler: show
fixed in equilibrium (dunno for like months, as ususal) - labs simply have acu as highest target priority so they switch to it, if its in range.

the drawback of this workaround is that when you have labs in range of an acu but dont want to shoot him but sth else, and you cant just give an attack order on it...... yeah i cant think of a common situation where that would happen xD

Statistics: Posted by Exotic_Retard — 09 Mar 2016, 00:23


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2016-03-08T23:59:19+02:00 2016-03-08T23:59:19+02:00 /viewtopic.php?t=11956&p=122233#p122233 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>
you can use this for example not only against acu's but also mexes you have softened up before with a microed bomber. t2 trans is faster than t2/t3 gunship (check units db) thats also how cybran can snipe t2 mexes with their strat

Statistics: Posted by mirroredwang — 08 Mar 2016, 23:59


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2016-03-08T23:16:58+02:00 2016-03-08T23:16:58+02:00 /viewtopic.php?t=11956&p=122229#p122229 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> Statistics: Posted by Gorton — 08 Mar 2016, 23:16


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2016-03-08T23:13:47+02:00 2016-03-08T23:13:47+02:00 /viewtopic.php?t=11956&p=122228#p122228 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> Statistics: Posted by IceDreamer — 08 Mar 2016, 23:13


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2016-03-08T22:53:48+02:00 2016-03-08T22:53:48+02:00 /viewtopic.php?t=11956&p=122227#p122227 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>
speed2 wrote:
If air to ground gun is required on the transport then how do T1 transports do that?


They don't.

Statistics: Posted by Petricpwnz — 08 Mar 2016, 22:53


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2016-03-08T22:52:31+02:00 2016-03-08T22:52:31+02:00 /viewtopic.php?t=11956&p=122226#p122226 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>
Morax wrote:
briang wrote:I don't see anything wrong with implementing this. Ought to be relatively simple to code and model as well.


This should never be assumed for anything in the game. It blows my mind how tweaking one little thing has caused havoc in other areas.


If it causes havoc for some strange and unlikely reason it would be caught long before implementation.

Statistics: Posted by briang — 08 Mar 2016, 22:52


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2016-03-08T22:07:18+02:00 2016-03-08T22:07:18+02:00 /viewtopic.php?t=11956&p=122220#p122220 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]>
briang wrote:
I don't see anything wrong with implementing this. Ought to be relatively simple to code and model as well.


This should never be assumed for anything in the game. It blows my mind how tweaking one little thing has caused havoc in other areas.

Statistics: Posted by Morax — 08 Mar 2016, 22:07


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2016-03-08T21:18:36+02:00 2016-03-08T21:18:36+02:00 /viewtopic.php?t=11956&p=122218#p122218 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> Statistics: Posted by speed2 — 08 Mar 2016, 21:18


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2016-03-08T19:48:47+02:00 2016-03-08T19:48:47+02:00 /viewtopic.php?t=11956&p=122208#p122208 <![CDATA[Re: Add a weak air-to-ground gun to the Illuminate t2 transp]]> Statistics: Posted by briang — 08 Mar 2016, 19:48


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2016-03-08T19:45:10+02:00 2016-03-08T19:45:10+02:00 /viewtopic.php?t=11956&p=122207#p122207 <![CDATA[Add a weak air-to-ground gun to the Illuminate t2 transport]]>
Inb4 balance discussion shitstorm, this has borderline zero balance implications because t2 flak is the hardcounter to any t1 and t2 air. There is no sane argument for why the Illuminate have all the means to build a t2 ghetto but can't target stuff once they have it.

PS I hate insects

Statistics: Posted by Heaven — 08 Mar 2016, 19:45


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